Qt iOS On-demand resources

I have found a way to build and include .xcassets files for on-demand loading of resources when deploying for iOS via Qt Creator.

My problem is that I don't know how to get the path to the .rcc file inside an Asset Catalog when it's loaded On-demand from Apple's servers.

My setup is currenty a .rcc file for every supported target resolution ranges - the filenames in each rcc is identical - and I determine at run-time which asset pack should be downloaded and loaded before game start (on Android and iOS).

Now as I understand Apple's documentation - the only possible way I can ship a large game - is to use their On-Demand resource loading - where the assets will be hosted on Apple servers.
I have 50 MB of engine and obligatory base files and varying ~100-700 MB of image + sound assets for each asset pack for target resolutions.